Tick Tock: A Tale for Two
Game Details: Mystery, 2019
Links: Moby Games, Steam
Walkthrough Updated: 8/24/2026
Suggested Listening: Where There's Smoke (Ash 25)
Prologue
Both players will start with a note and a pocket watch. They will also start with half of a newspaper article. Working together, calculate that the time of interest is 12:00. Both players should open their pocket watch, change the time to 12:00, then wind the mechanism either way.
Chapter 1
1927
Both players should turn around until they are facing the well, then approach it and climb to the bottom. They must then describe the fixed symbols on their own box so that they both end up with the same pattern:
- Top Left: Black triangle
- Top Middle: White circle
- Top Right: White triangle
- Bottom Left: White square
- Bottom Middle: White square
- Bottom Right: Black circle
Now pull the lever down on the right of the box to partially open it. Drag the front of the box to the left, then take out a button. Climb back out of the well.
Both players should now enter the house. Player 1 should click to turn on the light bulb to attract a moth as well as some words. Now rotate the wheel on the train engine to make more words appear. Convey these to Player 2, who should now rotate the handle on the Jack-in-the-Box as follows (without letting go of the handle):
- Anti-clockwise 3 times
- Clockwise twice
- Anti-clockwise twice
- Keep turning it clockwise
Examine the piece of paper, which is part of the train journey you will need to arrange. Back out of the house. If you look at the Ravn's Clocks shop, it will be closed. You can change the time by spinning around clockwise or anti-clockwise - keep doing this until the time is between 3:00 and 9:00. Now visit Ravn's Clocks and go inside.
Once both players are inside, you can read through the news by both gradually changing the tuning on the radio from left to right. Player 2 can also scroll up to see a newspaper article. Between the radio story and the newspaper article, Player 1 can see the correct date on their upstairs calendar: Wednesday, March 18. Open the cupboard and you will see the second half of the train journey.
Both players should now head out to the train stop. Examine the machine and insert the missing button. Now you can program the full train journey:
Back out and board the train.
Chapter 2
1932
Both players should enter the house. Player 1 should open their door and head down to the basement. Take the cork out of the barrel to reveal some words. Click on the lizard several times until it reveals more words. Pull on the rope to reveal the last set of words, then read them carefully. Player 2 can now ring the bells according to these instructions:
- Ring the study bell 1 time
- Ring the kitchen bell 2 times
- Ring the dining hall bell 5 times
Now Player 2 can head down to their basement. Click on the barrel repeatedly until a clock falls out, then click on it to see a code being displayed. This is the first half of the next train journey.
Player 2 should change the time to between 3:00 and 9:00, then visit Ravn's Clocks. Once inside, pick up the envelope and the key. Back out and go to the post office. Put the envelope in the mailbox, then read the message that appears and give this information to Player 1.
Player 1 should now go to the post office. Find box number 28 and set the 4 arrows to the directions indicated on the message:
- Northwest
- West
- Southwest
- East
Press the button to open the box. Read the letter and take the key. Both players should now go to Ravn's Clocks while the shop is closed (not between the hours of 3:00 and 9:00). Player 2 should convey the instructions from both books to Player 1, so they can work out how to position the gems within the clock:
Now Player one should rotate the arrow so that it points towards the green gem (by dragging the slider around the edge of the clock). Rotate the top-right gear clockwise twice. Once the clock closes, set the time to 12:00. The clock will now display another code, which form the second part of the next train journey.
Both players should now head out to the train stop and program the full train journey:
Back out and board the train.
Chapter 3
1937
Both players should enter the house. You each have a telephone that sends different phrases based on the numbers that are pressed. You need to work out a conversation that makes sense and press the buttons in that order:
- Player 1: 2, *, 4, 3, 0
- Player 2: 7, 5, 9, ~, 8
Lift the receiver, then climb up the ladder. Player 2 can open the birdcage by entering the name of the bird from the telephone conversation: KOL. Click on the bird and pay attention to its eye to see the following sequence: Off, On, Off, On, On, On, Off, Off, On, On, On, Off. This is the first half of the code to open the gate.
Both players should enter Ravn's Clocks. You can read through the news by both gradually changing the tuning on the radio from left to right, then head down to the basement. At the same time, both players should turn on their machine, and then work together to click the buttons indicated by one of their machines:
- Bird
- Snake
- Moth
- Lock
- Hourglass
- Gear
- Railway
- Puppet
- Moth
- Snake
- Wolf
- Bird
- Snake
- Lock
- Gear
- Snake
- Bird
- Lock
Each player should now have 2 directions indicated on their screen. Both players should now go to the post office. Player 2 should find box number 34 (based on the radio news) and set the 4 arrows to the directions indicated on the machines you just solved:
- South
- Southeast
- Northeast
- Northeast
Read the telegram inside. Player 1 should use their telegraph key to send Morse code based on this telegram:
- Dash Dot Dot Dash Dash
- Dash Dot Dot Dash Dash
Not press the small button at the base of the speaker and watch the light globe, paying attention to the sequence of 12 flashes: Off, On, Off, Off, Off, On, On, On, Off, On, On, Off. This is the second half of the code to open the gate.
Both players can go back outside and face the gate. There are 12 light symbols in a circle on the gate, and there are 12 light bulbs hanging from the trees. Start from the light bulb hanging just above and right from the gate, and enter the code, gradually turning right, to finish just before the left side of the gate:
Go through the gate and pull down the ladders as you climb up to the top of the tower. Click on the jar, then remove the lid.